blueprint-authoring

Creates and modifies Unreal Engine Blueprint graphs via T3D injection and batched operations.

Updated May 29, 2026
One-click install
npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill blueprint-authoring-janvogelsang
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: blueprint-authoring
Source: https://github.com/JanVogelsang/UE-AgentFramework/tree/main/UnrealEngine/skills/blueprint-authoring
Command: npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill blueprint-authoring-janvogelsang

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Editing Unreal Engine Blueprint graphs through an AI agent is error-prone: nodes overlap, NodeGuids go missing, pins are left unwired, and uncompiled changes slip through. This Skill defines strict standard operating procedures so agents can create and modify Blueprint assets deterministically without corrupting the graph. ## Core Features & Use Cases - Five-Step Graph Modification SOP: Inspect the current graph with token-efficient queries, batch structural changes, draft and auto-layout T3D nodes, wire pins, and run a mandatory post-injection audit. - T3D Injection Rules: Enforces unique 32-character NodeGuids on every node, placeholder substitution ordering, and layout formatting via format_t3d_layout before injection. - Sub-Object & UMG Editing: Modify nested sub-objects and UMG widget slot properties (anchors, alignment, offsets) through native C++ action routes. - Three-Role Sub-Agent Workflow: Coordinates a Blueprint Architect (gap analysis), Blueprint Engineer (execution), and QA Auditor (compile and verify) for complex authoring tasks. - Use Case: Ask your agent to add a health-damage function to BP_Player; it fetches the current graph, plans the node changes, injects formatted T3D with valid GUIDs, wires the pins, and compiles to verify. ## Quick Start Ask your agent to add a new function with connected nodes to an existing Blueprint asset and have it follow the blueprint-authoring workflow to plan, inject, and compile the changes.

Frequently Asked Questions about blueprint-authoring

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I modify an Unreal Engine Blueprint graph with an AI agent?▼

Follow the five-step SOP: fetch the current graph with get_blueprint_info, batch structural changes with execute_batch_blueprint_operations, draft T3D nodes and format them with format_t3d_layout, inject with inject_blueprint_nodes_t3d, then audit the result for pin warnings before finishing.

How do I add nodes to a Blueprint using T3D injection?▼

Draft the T3D text for the nodes, ensuring every node has a unique 32-character uppercase hexadecimal NodeGuid. Run format_t3d_layout on the draft to compute clean coordinates, then call inject_blueprint_nodes_t3d with the formatted text and a connections array to wire nodes in one call.

Why do I get missing NodeGuid warnings when cooking a Blueprint?▼

The warning appears when injected T3D nodes lack a unique NodeGuid parameter or share a duplicated GUID. Always include a distinct 32-character uppercase hexadecimal NodeGuid on every node before injection to prevent it.

Can I change UMG widget layout properties like anchors and offsets?▼

Yes, use set_widget_slot_properties with the widget blueprint path and widget name to set anchors, alignment, offsets, and Z-order. For other nested sub-object properties, use modify_blueprint_subobject with a colon or dot path such as WidgetTree.SubWidgetName.

What if my agent harness has no sub-agent mechanism?▼

Perform the three roles yourself in strict order: act as the Blueprint Architect with a mandatory gap analysis, then as the Blueprint Engineer executing the formatted T3D injection, and finally as the QA Auditor compiling and verifying the Blueprint.